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Everything posted by lurv
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+1 post count, losers
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event system I want to fully understand Intersects "Event System" where do I start?
lurv replied to repgainer3's question in Event Questions
Not really sure what you want here. You say you want us to direct you somewhere where you can learn about the event system, but to do so without giving you a link leading to instructions...? I'm not really sure what you want, so I'll try to give you an easy rundown on what Events are as a feature. Events are basically what you should think of as very flexible interactable NPCs. You make an Event on the map, which contains a series of commands to execute when triggered by the player. An event meant to be an interactable NPC with dialogue would be set to be triggered with the Action button, and for commands it would have the "Show Text" command a bunch of times. However, Events aren't restricted to making NPCs only. You can make Events for fishing tiles, shop counters, doors, teleports etc. You can basically do almost anything with events. When editing an event, you will see a white box which is the command list. When you add a bunch of commands, the event will always execute commands in order from top to bottom, so if you add a "Show Text" command and then under that, a "Warp Player" command, triggering the event will first show a dialogue box, then warp you when you press Continue. You have many other options for events, such as assigning a graphic for the event (usually used for NPCs), making the event have a move route, or just having it stand completely still by default. Wrote this three hours ago but forgot to press post. Sorry lol. -
Ah, I see. Welcome to the project either way
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The snow tiles and maps are starting to come together. I just gotta work on the wolf people race that will be living here now (´-`) Don't like doing characters because frames are a lot of work
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Love having you here man. What's your name in Old World? Did you ever register? Thanks mate :)
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Some more areas and tiles. I don't update this thread very often. dogger
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comfy snow tiles in progress
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Using reference material is a good way to make a frame for your game. I'm using league of legends which isn't even an MMORPG making it very experimental. I'm trying to make level 1 equal early game league and level 50 (max level) equal late game league where you're level 18 with full build (the build strength depending on your equipment, of course).
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I release test clients on my game from time to time on my stream, but once source gets released (estimated Q1 2017) i'm opening pre-alpha
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Nice. Also, considering the fact that I'm going to balance the gameplay around clicking/tapping, PC clients having a *big* advantage would be pretty unlikely, at least in combat. I'm going to be jacking the same pathfinding NPCs use for click-to-walk as well as attacking, interacting with events and picking items up so iOS players don't have to deal with that awkward touch-gamepad shit. And the biggest reason probably for not splitting the servers would be the fact that the playerbase wouldn't be very big which would mean that it would be best to have one server for as many platforms maintainable as possible.
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I'd like to port my game to iOS, how easy would that be and how would a client running on iOS grab data from a server running on a Windows machine? Would cross-platform work so iOS and Windows players could play on the same server?
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Find bugs and post them
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waiting for this "Onii-chan, don't put it in there, it's dirty!" would alternatively work too
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It also does this for me and is pretty bad design-wise. The image should auto-scale with your resolution. It's better having a lower-quality image on lower resolutions than only being able to see half of the image.
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Good voice, but the noise is overpowering and would sound really bad in-game
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Love the tiles. Are they free or allowed to use for commercial purposes though? I've seen them on RPGMaker before You might run into trouble with licensing Also, i get Graal Era vibes from this, which is good.
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Trying out the new features Love the runescape-esque quest log
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Pay to play usually results in the best experience as developers get a lot of money to put into the game. Free-to-play with purchasable cosmetics doesn't really hold up for a real publisher and game dev studio resulting in less content and updates
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sorry mate, you're gonna have to either A ) make your own pokemon engine, you could use intersect when the source comes out B ) pay someone a lot of money
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I'd definitely suggest doing your regular fantasy demo to showcase what your game could be like just like how EO did The majority of people look to create their own fantasy RPG, and from an advertising standpoint,lots of people are retarded so lots of people might think "wow i can only make scifi rpgs with this? this is shit" when seeing the demo. go safe route and do fantasy
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- 2d
- free graphics pack
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The problem was me extending Game1 in Enemy class lol x)
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Added the game to the original post so that anyone that wants to help can see what i mean exactly
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Are you sure? Practically everyone has been telling me to make deltatime to make sure the program ticks isn't what checks for movement since the speed varies from pc to pc Anyway, i moved it out of the if statement. Unfortunately the input stop still happens when i add new enemy objects It doesn't stop when i add new bullet objects though which is weird
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I've tried moving it out of the millisecond check, the problem till persists The thing with the millisecond check is that I'm simulating deltatime so that it moves you every millisecond instead of every time the program updates since the program updating is faster for some computers than others
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Game so you can see what i mean: https://puu.sh/sThyV/2cf3ad931a.zip At Time 40,42,44,46 it adds enemies. Keep continuously moving during that time and you'll see how it stops. Basically, I have a list of enemy objects and timed events using gameTime.TotalGameTime.TotalSeconds. Every 0.1 seconds it calls upon a method to check for enemy spawns, and if we're at second 2.5 we add an enemy to the enemy list. Now what happens is that keyboard input lags for a second, for example, if i'm moving continuously to the left, my character will stop for a short period (like 0.1 secs i think) before resuming moving. I'm using gameTime to check for keyboard input every millisecond, but i've tried not using it too and it still happens. It's also weird because I have code that creates bullet objects every 0.5 seconds if i hold down Z the same way it does with enemies (through adding the object to a list), but that doesn't make it lagg the input if (elapsedMs > oldElapsedMs + 0.001) //Millisecond update, for movement { oldElapsedMs = elapsedMs; //Keys to be held down. newState = Keyboard.GetState(); Keys[] pressed_Key = Keyboard.GetState().GetPressedKeys(); for (int i = 0; i < pressed_Key.Length; i++) { switch (pressed_Key[i]) { case Keys.Escape: this.Exit(); break; case Keys.Left: player.tryMoveLeft(); break; case Keys.Right: player.tryMoveRight(); break; case Keys.Up: player.tryMoveUp(); break; case Keys.Down: player.tryMoveDown(); break; default: break; } } } Spawn check code: //0.1sec Update, spawning code if (elapsedSpawnTime > oldElapsedSpawnTime + 0.1) { oldElapsedSpawnTime = elapsedSpawnTime; spawnTimer += 1; //Every 0.1 sec add one to spawnTimer. The spawn timer int is what stage.Spawn() uses to check for spawns. stage.Spawn(); } my spawning method in my stage class: public void Spawn() { switch (game.spawnTimer) //Each int is 0.1sec { //10 spawnTimer = 1 Second case 40: case 42: case 44: case 46: game.enemyList.Add(new Enemy(game.enemySprite, 500, 500, 1, true)); break; default: break; } }
